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6726c19f9c
I overlooked the xs_CRoundToInt call in there.
92 lines
3.3 KiB
C
92 lines
3.3 KiB
C
#ifndef __M_FIXED__
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#define __M_FIXED__
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#include <stdlib.h>
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#include <stdint.h>
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#include "basics.h"
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// Modern compilers are smart enough to do these multiplications intelligently.
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__forceinline int32_t MulScale14(int32_t a, int32_t b) { return (int32_t)(((int64_t)a * b) >> 14); } // only used by R_DrawVoxel
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__forceinline int32_t MulScale30(int32_t a, int32_t b) { return (int32_t)(((int64_t)a * b) >> 30); } // only used once in the node builder
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__forceinline int32_t MulScale32(int32_t a, int32_t b) { return (int32_t)(((int64_t)a * b) >> 32); } // only used by R_DrawVoxel
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__forceinline uint32_t UMulScale16(uint32_t a, uint32_t b) { return (uint32_t)(((uint64_t)a * b) >> 16); } // used for sky drawing
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__forceinline int32_t DMulScale3(int32_t a, int32_t b, int32_t c, int32_t d) { return (int32_t)(((int64_t)a*b + (int64_t)c*d) >> 3); } // used for setting up slopes for Build maps
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__forceinline int32_t DMulScale6(int32_t a, int32_t b, int32_t c, int32_t d) { return (int32_t)(((int64_t)a*b + (int64_t)c*d) >> 6); } // only used by R_DrawVoxel
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__forceinline int32_t DMulScale10(int32_t a, int32_t b, int32_t c, int32_t d) { return (int32_t)(((int64_t)a*b + (int64_t)c*d) >> 10); } // only used by R_DrawVoxel
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__forceinline int32_t DMulScale18(int32_t a, int32_t b, int32_t c, int32_t d) { return (int32_t)(((int64_t)a*b + (int64_t)c*d) >> 18); } // only used by R_DrawVoxel
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__forceinline int32_t DMulScale32(int32_t a, int32_t b, int32_t c, int32_t d) { return (int32_t)(((int64_t)a*b + (int64_t)c*d) >> 32); } // used by R_PointOnSide.
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// Sadly, for divisions this is not true but these are so infrequently used that the C versions are just fine, despite not being fully optimal.
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__forceinline int32_t DivScale6(int32_t a, int32_t b) { return (int32_t)(((int64_t)a << 6) / b); } // only used by R_DrawVoxel
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__forceinline int32_t DivScale21(int32_t a, int32_t b) { return (int32_t)(((int64_t)a << 21) / b); } // only used by R_DrawVoxel
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__forceinline int32_t DivScale30(int32_t a, int32_t b) { return (int32_t)(((int64_t)a << 30) / b); } // only used once in the node builder
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__forceinline void fillshort(void *buff, unsigned int count, uint16_t clear)
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{
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int16_t *b2 = (int16_t *)buff;
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for (unsigned int i = 0; i != count; ++i)
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{
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b2[i] = clear;
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}
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}
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#include "xs_Float.h"
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inline int32_t FixedDiv (int32_t a, int32_t b)
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{
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if ((uint32_t)abs(a) >> (31-16) >= (uint32_t)abs (b))
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return (a^b)<0 ? FIXED_MIN : FIXED_MAX;
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return (int32_t)(((int64_t)a << 16) / b);
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}
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__forceinline constexpr int32_t FixedMul(int32_t a, int32_t b)
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{
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return (int32_t)(((int64_t)a * b) >> 16);
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}
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inline fixed_t FloatToFixed(double f)
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{
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return xs_Fix<16>::ToFix(f);
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}
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inline constexpr fixed_t IntToFixed(int32_t f)
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{
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return f << FRACBITS;
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}
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inline constexpr double FixedToFloat(fixed_t f)
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{
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return f * (1/65536.);
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}
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inline constexpr int32_t FixedToInt(fixed_t f)
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{
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return (f + FRACUNIT/2) >> FRACBITS;
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}
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inline unsigned FloatToAngle(double f)
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{
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return xs_CRoundToInt((f)* (0x40000000 / 90.));
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}
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inline constexpr double AngleToFloat(unsigned f)
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{
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return f * (90. / 0x40000000);
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}
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inline constexpr double AngleToFloat(int f)
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{
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return f * (90. / 0x40000000);
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}
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#define FLOAT2FIXED(f) FloatToFixed(f)
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#define FIXED2FLOAT(f) float(FixedToFloat(f))
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#define FIXED2DBL(f) FixedToFloat(f)
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#define ANGLE2DBL(f) AngleToFloat(f)
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#endif
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